You've watched him protrude and extend his limbs and body to absurd extents, you've seen him bend-and-meld his body into cracks and gaps as if he were suddenly boneless and gelationous, and you've even seen him pop his innards-and-limbs off just to reintegrate them later. It seems that he has complete control over his body, at all times.
You gain the following benefits at all times.
You are permanently and visibly transformed: anatomical stitch-lines appear throughout your body as dividers. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Trauma at all times: Pyrophobia - You and every blood cell in your body fear and abhor fire, you must roll mind in order to resist the urge to flee and/or avoid fire: even that the size of a lighter or candle flame..
The Severity of any Injury caused by Fire and intense Heat damage. is increased by 2.
Minerva listens, and she can hear the hum of the world. Everything has its own song, every song unique, and she can her every one of them. She's absentmindedly using her pendant as a crutch during this - removing it causes the world to dull, at this point.
You gain the following benefits at all times. You must actively and obviously be using silver fox pendant to gain the benefits of this Effect.
Your senses are enhanced in the following way.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The eyes of the phoenix reflect the sins of those who look upon them, burning it into their mind with torturous intensity.
Exert your Mind (unless you get a creature you are grappling to confess a sin they have committed) and spend an Action. Select a Sapient target within arm's reach. Roll Brawn + Brawl at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a fear of God (and Billy) as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target's eyes burn with celestial fire, along with their mouth.
Averet is a lonesome spirit, still able to be interacted with, but his phantom body is malleable, and he has been dead for a long, long time.
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You can squeeze through any cracks and passageways a cat would be able to.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
You cannot speak any coherent verbal language and must resort to other means of communication.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
From putting his workers on the line and to his commandeering attitude he is still a charming fellow in some manner, demanding his name to be called, he is to be called the devil in a manner as the way of how sly he may be but how ruthless he is to his employees, all marked down by the tattoo on his back to represent it all.
You gain the following benefits as long as you have your An Oni tattoo on the back.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Flight is brief but quick, and she must return to the ground in one minute.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by fire and heat is increased by 2.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.